This is a strategy file for the Anglo-Boer War scenario. It will give
you a great deal of hints and tips.
However, if you want to find out everything yourself, don't read this...

I have sorted the players from the most fun to play to the less fun to
play. I don't speak of Africans and Zulu tactics at all, because it wouldn't
be fun at all to play them. All other players mentioned here are more or less
fun. Of course, it depends on how you play it...


THE BOER PLAYER
---------------


The first thing you've got to do as a Boer player is talk with the Germans.
They are you allies and should be willing to do whatever you want them to.
Trade your Guerrilla Tech for their gunmaking techs, and now you can build
your own guns. You can also try to make them declare war on the English, making
a start with World War I, but that will cost you some money, and money is
needed very much the first few turns.
Then, also in the first turn, it is essential to conquer Ladysmith, before
the small, but fierce Natal army will fortify itself on the hills. Once you
hold this stronghold, it will remain in your hands forever thanks to the fort
that will be created on a mountain after you conquered it. So conquer Ladysmith
at all cost ! You could even perhaps sacrifice your general for it. Once you
have conquered Ladysmith, the British colony of Natal (including the cities of
Pietermaritzburg and Durban) lies under your feet, and you'll be able to conquer
them both in one Blitzkrieg-attack. Before you raid into Natal make sure you've
got enough troops to conquer it entirely, otherwise the English will reinforce
and your Blitzkrieg will be turned into a trench war.
On the other front, you have about 3 commandos to conquer 2 cities: Mafikeng,
where Baden-Powell organises the British resistance and Kimberley, the main
source of Diamonds of the world at that time. You can't conquer both in one turn,
so use your forces besieging Kimberley on attacking Mafikeng. Next turn, you can
conquer Kimberley with your remaining forces.
Secure the western front and create for yourself a small army of submarines in
Natal (after you conquered it), to attack the great English fleet. Don't waste
your good ships attacking seamines. They can't harm you anyway. They are only
intended for stupid players :-) who don't look where they send their ships.

Invest as much as possible in technology, by making many trade routes (just
let Johannesburg build good trains or freights (when there are a lot of
enemies) to increase money and science. Research Flight.

After you have conquered all Natal and secured the western and eastern front,
you can send your forces south, and try to conquer some unguarded towns.
After a couple of turns (about 20?) the English will try to attack you with
its entire army from the Namibia side (the German side). That's why you had
to secure the seemingly peaceful western front. You can try to find out when
the English forces land with your subs, or just by watching when the first
cavalry units start attacking your western cities. At that time, make Germany
declare war on England, and although they will make peace quite soon, that
will cost the British army many units, making it easier for you.

When Barbed Wires start appearing in the game, use your advanced commandos to
attack them. Although they can't really do much harm, they stand in the way, and
let your enemy know where your forces are concentrated. Only when you've
survived the Barbed Wire and the Namibia attack, you can try to seriously attack
the Cape Colony, the South.
You should now have invested so much in Technology that you can now more or less
build your first air units. Use them. Scout and attack behind British lines.
You should also found as many new cities as possible to make yourself more
powerful.


THE BRITISH PLAYER
------------------

The British player has a huge army to start with, and many productive cities.
Make them more productive by building settlers, roads, irrigations and mines.
Also make as many as military units as possible. That will be the only way to
conquer the Boer republics. Try to keep Natal (Ladysmith, Pietermaritzburg and
Durban) in your hands, and use your superior fleet to bring new units here.
Invest as much as possible in tech (see above in the Boer strategies), since
your country can easily become the most advanced in science. Watch out
for occasional enemy attacks on weak points at your coast by using your
great fleet.
The easiest victory is achieved by pushing up your forces along the railways
from the south, and conquering Bloemfontein, capital of the Orange Free State.
Once you have conquered this city, keep new units coming and attacking
the Boer cities.
Keep the Germans out of the war, perhaps let them break their alliance with
the Boers, keep the Portuguese out of the war (although that doesn't make
much of a difference), let your allies the Zulu's attack the Boers as much
as possible (don't let them sign peace treaties).

This should make you powerful enough to win, since you are vastly superior to
all other nations in this scenario, but you've also got to use good strategies.
Good strategies will be the key to success.


THE GERMAN PLAYER
-----------------

The German player has two important advantages over all other players:
U-Boote and Big Berthas. U-Boote are submarines, but they cost less and
can move farther. Big Berthas are huge railroad guns capable of crushing
all enemy defence, once it is there; they are very slow.

Sooner or later, you will have the entire British army landing at your coast.
The British will probably declare you war on, so keep your cities ready for it.
Build U-Boote (subs), Ironclads and other military units like Big
Berthas in your other cities. Use fast moving units to conquer some African
cities as close as possible to the English player, to attack them in their
homeland once the Great War has started (a little earlier than 1914, probably,
which is also historically realistic (the Germans were ready for World War I
since 1900)).

For the German player it is of even more importance than the Boer and British
player to discover new technologies. Trade with the Boers, make trade routes,
with Freights (good trains in the desert are a bit slow). You can even trade
some techs (obtained from the Boers) with the English, but only give them
advanced techs as late as possible, only when you really need a tech for trade,
but, of course, before they discover it themselves.

Once you have war with England, get rid of those English forces near your own
cities, which shouldn't be difficult since they probably have 3 or more on one
square, making it easy to kill huge armies with a small attack. Conquer Walvis
Bay, and perhaps other British colonies founded near you.
Storm south with Airplanes, which you should by now have discovered, to scout,
then attack the relatively weak southern cities. But wait before attacking Cape
Town itself. Only start attacking Cape Town when you're sure of victory (I
assume you know that the computer automatically builds much more defence on
much attacked points than at normal points, so if you don't want to have
3 or 4 fortresses in Cape Town, wait until you're ready for attacking it).


THE PORTUGUESE PLAYER
---------------------

It is quite hard to play as the Portuguese. However, it can still be fun, if
you follow this strategy.
First of all, you've got to improve your infrastructure. The Portuguese roads
are bad and terrorized by Africans.
Second, it is essential to acquire technologies. Trade them if you can, or
build trade routes, or demand them from other players (don't be too demanding).

Also, you've got to declare war to somebody, if you want to have fun...
Sounds strange (in real life), but it is so in Civ II. Best of all, declare war
on the Zulu's. Perhaps the English player will then declare war on you, which
will not be a great problem for you because of your isolated starting position.
Of course, you can also choose to declare war on the Boers, but they are much
closer, and more dangerous to you, and you won't be able to easily make trade
routes to them. So it is best to make war with the English.

You can try to form an alliance with the Boers, which you can do best by first
making as much money as possible (1500 $), by eventually selling improvements
you don't need, by trading, or by conquering some small English Towns like
Eshowe and some small Zulu towns that are large enough to conquer. Perhaps,
if you do it fast, Durban will be so much attacked by Boer forces that it is
easy for you to conquer. You can also use your modest fleet for sea support.
Then make a railroad to Durban (beware of Zulu's on your railroad), and from
Durban make good trains and transport them to Johannesburg.
You should by now be able to make an alliance with the Boers, and to acquire
techs from them (ask to exchange, then buy or just receive a tech).
Build a navy in Natal to stop angry English units, and now concentrate
on money and technology.
Once you have defeated the British navy in the East, you can try conquering
some small British cities along the coast.
Well, that's about what a Portuguese player can do to win the game.



That's about everything I can tell you about the players' strategies.
If you know a new and better strategy for this scenario, you can always
mail it to me (see my homepage: http://www.geocities.com/pentagon/bunker/1233),
and I will add it to this file.

Thanks for reading, and I hope you enjoy this scenario.
I also hope that other scenario makers will consider putting a file such
as this in their scenarios, because I think it will improve gameplay a lot.